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Pyre - Guide to Nomads
Av larco
A guide and collection of useful tips for Nomad characters in Pyre
   
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Foreword
This guide is a compilation of information and gameplay tips gathered with help from members of Rite Club[discord.gg] Discord server. Check out the place if you want to find opponents (using Steam Remote play), discuss gameplay or just want to hang around!

The guide will be focusing on Versus Mode gameplay (either VS another player or VS CPU) but many of the information here can be applied in Story Mode as well.
Nomads Summary
Nomads are jack-of-all-trades that works well on both attack and defense.

Pros
Cons
  • Balanced stats - Allowing flexibility in roles.
  • Good Cast - Effective at controlling space especially with masteries and talismans.
  • Stat boosters - Myriad of passive masteries that boost Stamina and move speed of themselves and/or teammates.
  • Good team utility through masteries- including ability to revive teammates or Pyre life-steal on scoring.
  • Master of None - Have to play around opponents’ strengths.
  • Grounded - No special movement traits that prevents Banishment while moving, leaving them with only Jumps.

Nomad characters: Hedwyn, Lendel, Sandra

Hard Stats
Glory: 20
Quickness: 12
Presence: 13
Hope: 20 (7.3 sec)

Abilities
Sprint
  • Regular ground run.
  • Constant average speed.
Jump
  • Medium distance jump - affected by inertia.
  • Low air control.
  • Cost 1/2 stamina (1/3 with Martial Training mastery)
Cast
  • Regular Cast in straight line.
  • Medium range and width.
Throw
  • Medium range Orb throw.
  • Low throw - can be blocked without jumping at any point.
Overview
Nomads are balanced characters that work well on both offense and defense.

Being ground-runners with no particularly strong or special attribute, Nomads are ill-equipped to contest other races at their game (ex: Curs’ speed, Demon’s large Aura, Harpy’s armored Rush), relying on creative play and strong fundamental skill (movement, jump timing, positioning, casting) to counter opponents’ strengths.
Offense
Nomads do not have special traits, limiting Nomad’s ability to Banish opponents and opening up defense to just their Aura Presence and Casting.

Nomads’ scoring options are surprisingly limited due to their Throw being a low throw that can be blocked at any point without jumping. They have to stand clear of the opponents, banish the opponent first, or resort to plunging. Thankfully they come with respectable innate 20 Glory, dealing hefty blow to the opponent's Pyre with each attempt regardless of methods.

Nomad’s overall movement speed is average. They are more than fast enough for re-positioning around the map and dodging Aura. Their Jump moves them at decent distance. But they are still predictable. Characters with large Aura Presence such as Saps or Demons can greatly limits Nomad’s mobility.

The biggest edge of Nomads’ offensive game however come from utilities their masteries bring to the table. Shared Tenacity and Moon Formation boost mobility for the whole team should the team picked up the Orb. Sacred Bond returns Banished allies when teammates pass over where they fell, allowing them to remain in play even from mid-field or end goal.On their own, masteries like Burning Resolve helps the team leech Pyre’s HP and keep the score lead or make comebacks, while extended Banishment time from Divine Retribution can make the opponent second-guess their team line-up and tactics, exerting pressure just by being present in the Rite. And Critical Strike turns their simple Cast into an incredibly effective ranged Banishment tool.
Defense
Nomad’s defense game are solid, with decently sized Aura and good Cast. The ability to Cast is further enhanced by Critical Strike mastery, and equipping Gol’s Bracer legendary talisman to expand Power Cast range and width, making Nomads good choice for dealing with ground-based team composition. They can comfortably either running around with Aura Presence, or using Cast when coming up against characters with larger Aura.

Nomads share the difficulty dealing with mid-air advances as with other grounded races. But Shoulder Smash mastery makes Nomads good candidate (sans bringing in other airborne characters) for defending against jumpers and airborne opponents such as floating Imps or flying Harpies, temporarily removing them from play. Though this still rely heavily on preemptive positioning especially on open maps, and you sacrifice a mastery point doing so.

A Nomad can do a lot of things as a defender but they are hardly an end-all-be-all solution. Player’s own ability to predict or react correctly to opponent’s actions are still the key to success in using Nomads.
Masteries
Slot
Name
Effect
Left 1
Martial Training
  • Character gains 50% more stamina.
  • Can jump 3 times before running out of stamina (upgraded from 2 times)
  • Does not stack with Black Hoof

Improves the Nomad’s mobility and juking potential. Generally useful for all kinds of playstyle, but essential when building Nomad as an attacker.

Slot
Name
Effect
Left 2 (left)
Critical Strike
  • Power Cast is wider (approx. 50%)
  • Power Cast travels farther than normal (2nd longest, beaten by Demons’ Soliam Horn Cast)

Massive no-brainer choice for offensive-minded Nomad, especially when paired with Gol’s Bracer talisman.

Slot
Name
Effect
Left 3 (right)
Shoulder Smash
  • If user jumps into airborne foes they banish them.

A generally useful mastery to have when fighting jump-happy or airborne opponents such as Harpies and Imps.
  • Aura burst still trigger upon Banishment. But since Nomad is still in the air, it does not affect them.
  • Vengeful Vow still activates upon Banishment.
  • Imp’s Last Laugh still activates when the Imp reaches the ground.
  • Grounded opponents that are thrown into the air can be Banished by Shoulder Smash (including Saps)

Slot
Name
Effect
Left 4
Burning Resolve
  • After dousing the pyre, user’s pyre recovers up to 50% of damage dealt.
  • Affected by Glory/damage increasing talismans
  • Stacks with leeching talismans (Righteous Flame, Flame Leech)

A mastery that allows you to keep the lead or ensure you stay in the match, provided theNomad can score.

A note on Righteous Flame vs Flame Leech:
  • Righteous Flame talisman grants more health with Nomad’s base 20 Glory and can be better used by the Nomad that actually score often.
  • Flame Leech are worthy if the Nomad can be buffed to deal high damage.

Slot
Name
Effect
Right 1
Shared Tenacity
  • User and their allies regenerate stamina twice as fast.
  • Does not stack with Mottled Flask.

A fundamental support mastery that has uses in races against sprint/ flying opponents on top of general team-wide mobility boost, since dash and jumps can still be used even with 1 stamina remaining.

Slot
Name
Effect
Right 2 (left)
Moon Formation
  • User and allies move more quickly with the Orb.

Offensive team-wide buff. Very suitable for mobility-heavy teams. Since Nomad’s sprint has a constant speed, this ability is less beneficial for Nomad themselves than for other races.

Slot
Name
Effect
Right 3 (right)
Sacred Bond
  • User and their allies can instantly return banished allies by moving to where they were banished.
  • Flying character can still revive allies.
  • Revived ally is subjected to normal respawn rules (except imploded Imps) but they immediately regain Aura.
  • Proc all 'on-respawn' effects

A must-have for defensive playstyle.
Since revived ally immediately regain Aura, this can leads to surprise insta-Banish in chokepoints or end goal scramble. Try reviving high Presence characters.
Note that imploded Imps don’t respawn with their Aura, so Bottled Void doesn’t work consistently if you’re looking for ‘black hole Imp’ strats.

Slot
Name
Effect
Right 4
Divine Retribution
  • Adversaries banished by the user and their allies take +2 seconds to return.
  • Specific respawn timers (environmental, Lucky Break) have priority over the extending effects.
  • Revived ally is subjected to normal respawn rules (except imploded Imps) but they immediately regain Aura.
  • Stacks with Sunken Shadow, Greater Banishment and both.

A mastery for Banish-oriented team. It does what it says.
Talismans Recommendations
Essential
  • Gol's Bracer

Faster Power Cast gained from Gol’s Bracer are almost a no-brainer choice for Nomads, especially if Critical Strike mastery is chosen, as it allows Nomads to lock down lanes and contest larger Aura Presence from a far with relative impunity.

Situational
  • Ashen Coal
  • Typhoon Bottle

Many useful talismans (such as Bottled Void) net no real benefit for Nomads due to their average stats, potentially causing the player to lose out to more specialized team composition. When coming up against teams that have means to avoid/negate Cast attacks,Nomads are better off holding talismans with global benefits such as Ashen Coal (increasing your Pyre’s starting HP) or Typhoon Bottle (slow opponents down and disable their abilities if the user’s team is wiped out)

Titan’s Tooth is redundant if Shoulder Smash mastery is chosen.
Suggested Builds
Meta Offense Build

Masteries: (all left side masteries)
  • Martial Training
  • Critical Strike
  • Shoulder Smash
  • Burning Resolve
Talisman: Gol's Bracer

This build is recommended for Nomad that is expected to be played actively as attacker or scorer.

Meta Defense/Support Build

Masteries: (L1, L2 or L3, R1, R3)
  • Martial Training
  • Critical Strike or Shoulder Smash
  • Shared Tenacity
  • Sacred Bond
Talisman: Gol's Bracer, Ashen Coal or Typhoon Bottle

More rounded Nomad build with abilities to assist teammates with extra stamina and revives. Use Gol’s Bracer if you expect active offense or fast openers from the opponent. Shoulder Smash is recommended against flying-oriented team.
Nomad Gameplay Tips
  • Orb-running Nomad can quickly short-throw the Orb aside so they can use Cast against opponents coming to intercept, instead of sprinting or jumping away. Be mindful of the Cast wind-up time, the range of your Cast and opponent’s answer to it.
  • Remember that you don’t have to Power Cast every single time. When two characters start Casting at each other at the same time, the exchange can be won by releasing Cast and make them hit before the opponent can launch their own.
  • Nomad’s Aura Presence, when linked with other characters, can banish up to a lone Sap or lone Demon
Stage Specific Strategies
Nomads generally perform well on most maps except the ones that contains large gaps that require jumping or flying ability to cross, due to Nomads being mostly grounded and having limited anti-air tools.

**More info as information and meta update**
Preset Characters
The below information applies when setting Masteries option in Versus Mode to ‘Preset’ (a star will show up in the box) Each character's stats and number of attached masteries are different from each other and from baseline stats of each race. Whether they are balanced or not is yet to be verified at the time of this writing.

Hedwyn
Glory: 20
Quickness: 12
Presence: 13
Hope: 22

Mastery:
  • Martial Training

Lendel
Glory: 20
Quickness: 11
Presence: 13
Hope: 15

Mastery:
  • Critical Strike

Sandra
Glory: 15
Quickness: 12
Presence: 13
Hope: 22

Mastery:
  • Shared Tenacity
  • Moon Formation
  • Sacred Bond
  • Divine Retribution
Counter-Strategies
Airborne-focused characters are natural counters against Nomads.
  • When no side has control of the Orb, Harpies can enforce fly/tackle/flee mix-up against Nomads within range. If Harpies grab the Orb, Nomads still have to deal with jump/landing timing and stamina race if they want to intercept them.
  • Imps, while slow and lacking long-range tools, can Flutter and remain airborne for a long amount of time (which can be extended to indefinitely with Ha’ub’s Wing talisman) to avoid incoming Casts. Should Nomads attempt Jump or Cast intercept, Imp can either vary landing timing or threaten unsuspecting Nomads in range with surprise Implosion. The only moment Imps is truly vulnerable to Nomad in face-to-face situations is when they attempt to score by throwing Orbs, which is highly unlikely as defensive character.
  • Nomads have a hard time chasing Savages, especially when the latter hold the Orb. While Savages cannot compete with Nomads’ Presence and Casts normally, their superior mobility and evasion options from Sprint-oriented masteries and Power Jump make them very hard to stop as opposed to smaller agile characters.
Nomads also have natural issues against characters with bigger Presence than themselves. But this can be played around depending on team composition and builds. Do not neglect the other team members on both sides when coming up against Nomads.
Credits
  • Larco - Compiler, formatting
  • C0re - Talismans, Masteries info, Talismans Recommendations
  • LagMachine (Rite Club[discord.gg] Discord Server) - Writing breakdown of each race in Discord, writing reviews of Masteries
1 kommentarer
C0re 16 sep, 2021 @ 6:25 
great guide ;)